- consolidated some nearly identical code repetitions in Hexen's attack functions.

This commit is contained in:
Christoph Oelckers 2016-02-28 16:06:48 +01:00
parent c390b98966
commit 4bb0ca5889
3 changed files with 45 additions and 88 deletions

View file

@ -36,7 +36,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
damage = 25+(pr_maceatk()&15);
for (i = 0; i < 16; i++)
{
angle = player->mo->angle+i*(ANG45/16);
for (int j = 1; j >= -1; j -= 2)
{
angle = player->mo->angle + j*i*(ANG45 / 16);
slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE, &linetarget);
if (linetarget)
{
@ -47,16 +49,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
goto macedone;
}
}
angle = player->mo->angle-i*(ANG45/16);
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
if (linetarget)
{
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget);
if (linetarget != NULL)
{
AdjustPlayerAngle (player->mo, linetarget);
goto macedone;
}
}
}
// didn't find any creatures, so try to strike any walls

View file

@ -70,7 +70,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
puff = PClass::FindActor("CStaffPuff");
for (i = 0; i < 3; i++)
{
angle = pmo->angle + i*(ANG45 / 16);
for (int j = 1; j >= -1; j -= 2)
{
angle = pmo->angle + j*i*(ANG45 / 16);
slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
if (linetarget)
{
@ -98,32 +100,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
weapon->DepleteAmmo(weapon->bAltFire, false);
}
}
break;
return 0;
}
angle = pmo->angle - i*(ANG45 / 16);
slope = P_AimLineAttack(player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
if (linetarget)
{
P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
if (linetarget != NULL)
{
pmo->angle = pmo->AngleTo(linetarget);
if ((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
{
newLife = player->health + (damage >> 4);
newLife = newLife > max ? max : newLife;
if (newLife > player->health)
{
pmo->health = player->health = newLife;
}
P_SetPsprite(player, ps_weapon, weapon->FindState("Drain"));
}
if (weapon != NULL)
{
weapon->DepleteAmmo(weapon->bAltFire, false);
}
}
break;
}
}
return 0;

View file

@ -236,7 +236,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
}
for (i = 0; i < 16; i++)
{
angle = pmo->angle+i*(ANG45/16);
for (int j = 1; j >= -1; j -= 2)
{
angle = pmo->angle + j*i*(ANG45 / 16);
slope = P_AimLineAttack(pmo, angle, AXERANGE, &linetarget);
if (linetarget)
{
@ -252,21 +254,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
goto axedone;
}
}
angle = pmo->angle-i*(ANG45/16);
slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
if (linetarget)
{
P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
if (linetarget != NULL)
{
if (linetarget->flags3&MF3_ISMONSTER)
{
P_ThrustMobj (linetarget, angle, power);
}
AdjustPlayerAngle (pmo, linetarget);
useMana++;
goto axedone;
}
}
}
// didn't find any creatures, so try to strike any walls